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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Fair questions, but not insurmountable problems. Tutorial, tooltips, simple in-game prompts.
  2. I just bring up the problem, because I don't think it's been discussed. How do we want forests to work?
  3. I think we need to increase the tree obstruction size so that we can truly make them impassable, or else just get rid of tree obstructions altogether. Right now, you got the worst of all worlds: Not only do units have to bump around trees affecting pathfinding, they also block building construction an make base building annoying. Also, currently it is nearly impossible to make an impassable forest without using a too many trees (stumps side by side to make a all). Example: The new Hercynian Forest map I'm making for A25. You can see that I am using tons and tons of trees, yet here soldiers can walk right through with no problem. Using any more trees to make it impassable would severely impact performance even on my god-tier laptop. Now, in Delenda Est this is expected behavior, because I've removed all obstruction from trees (you can even build over them), and furthermore I've created "Forest Grove" objects that make units who walk through move 50% slower (and fight 50% worse). That's fine for Delenda Est, but I think Empires Ascendant wants the trees to act like in Age of Empires. Right now, they don't. Even if I increase the obstruction size from w=1.6 and d=1.6 to w=6 and d=6, units still find paths through the forest. This obstruction size also affects the gathering distance of workers. So, I am currently at an impasse.
  4. If you think bankers actually support socialism, then you've lost the plot. BUT, THIS ISN'T THE FORUM OR THREAD FOR THIS DISCUSSION.
  5. It's not the words themselves that need banned. It's when the content of the words are being used to belittle or attack other players (regardless of ideology). But as a democratic socialist myself, I am very unlikely to be holding a flame war against our economic oppressors on the 0 A.D. multi-player chat.
  6. In gaul/champion_cavalry_swordsman These two sections are wrong: <Run> <Speed>21.0</Speed> </Run> <Attack> <Melee> <Hack>2.0</Hack> <Pierce>0.0</Pierce> <Crush>25.0</Crush> </Melee> </Attack> Run speed is now a multiplier of walk speed ( see your file template_unit_champion_cavalry.xml as an example of it done right) Attack needs <Damage> inside the melee component. Your file template_unit_champion_cavalry_swordsman does this right.
  7. I like this out-of-the-box thinking. Finally, an idea that's never been suggested before.
  8. This is neat. I like it a lot. Pretty cool too. Too bad about the farmland getting put inside forests.
  9. Yeah, stone "mines" can look like quarries or something like this:
  10. In Delenda Est, capturing ruins could give a trickle of glory, but in the base game what benefit would there be?
  11. Hey, good choice of terrains and assets! Using a MOBA style map as inspiration is a good idea. Attack lanes, sneaks, etc., are generally signs of a good map.
  12. I think one of the defining characteristics of a cheat unit or Atlas unit is that it doesn't necessarily have to be "balanced." They're only there for fun and to show what the game can do.
  13. If we chose Yangtze (or YangZi), I could include the ChangJiang map from Delenda Est into the maps update.
  14. I don't know. For a lot of our buildings, the rear of the structure is too bland.
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